Fighters are professional warriors. They have received intensive training in tactics and the use
of various weapons and armour. They obtain this training in one of two ways: through the accumulation
of battle experience, if they are self-taught, or through years of formal training, if they are born
from a noble or wealthy family.

Elite fighters often become knights in the service of a lord or knighthood order. In return, knights
have the opportunity to gain land and titles of nobility. A knight must follow a code of honour that
requires him to protect the innocent and be the champion of good against evil. The code also focuses
on the virtues of courage, religious faith, purity and humility.

D10 Hit Die. Proficient with all armour and all shields. Starts with simple-weapons proficiency
plus (5 + intelligence modifier if positive) selectable weapon-group proficiencies. Fighters can be
of any alignment.

Shake it off I: At the beginning of each round, a fighter gets a free saving
throw to remove the following effects: blind, sleeping, fascinated, reduced, shaken, agony, bane, prayer,
fatigued, sickened, psychic disarm. The saving throw type and DC is the same as the original saving throw against the effect.
If the effect resulted from a spell without a saving throw, the fighter gets a Fortitude save versus the normal spell
DC. Effects that did not originate from a spell or SLA cannot be removed using Shake it Off. Effects in the list that
were supposed to persist after the end of combat are automatically removed when combat ends. Requires: Fighter level 1.

Shake it off II: Same as Shake it Off I, but the fighter also gets saving
throws against the following effects: dazed, held, slowed, confused, berserk, hideous laughter, command,
cowering, exhausted, baleful polymorph. Requires: Shake it off I.

Shake it off III: Same as Shake it Off II, but the fighter also gets
saving throws against the following effects: stunned, dancing, controlled, dominated, cursed, malison,
crushing despair, sadness, enfeeblement, nauseated. Requires: Shake it off II.

Tower Shield Expertise: When using a tower shield, you do not suffer the -2 penalty to attack rolls. Requires: Fighter
Level 3.

Superior Two-Weapon Fighting: You do not suffer from any penalty when fighting with two weapons, even if
the off-hand weapon is not a light weapon. Requires: Dex 13, Two-Weapon Fighting, Fighter
Level 1.

Oversized Two-Weapon Fighting: You can dual wield two-handed weapons. In this case, attacks
made with a two-handed weapon suffer a -2 penalty to the attack roll. A Mantis can use the feat to wield two
two-handed weapons at -2, or four one-handed weapons at -2, or four two-handed weapons at -4.
Requires: Superior Two-Weapon Fighting, BAB 6.

Steady Charge: After a charge, you do not take the -2 penalty to
Armour Class that normally applies until the start of your next round. Requires: Fighter Level 1.

Wade In: The full-attack action is now considered to be a standard action for you,
rather than a full-round action. Consequently, you can launch a full attack after moving up to your speed,
or after performing a single move action. Requires: Fighter Level 9.